Modeling, tracking and
understanding of human motion based on image sequences (such as video) is a
field of research of increasing importance,with applications in sports
sciences, medicine, biomechanics, animation (avatars), surveillance, and so
forth. Progress in human motion analysis depends on research in computer
graphics, computer vision and biomechanics.Though these fields of research are often treated separately,
human motion analysis requires an interaction of computer graphics with
computer vision, which also benefits from an understanding of biomechanic constraints.

Eadweard Muybridge
(1830-1904) is known as the pioneer in motion capturing with his famous
experiments in 1887 called ``Animal Locomotion'' (Do all feet leave the ground
during the gallop of a horse? He used photography to answer the question.) The
field of animal or human motion analysis has developed into many directions
since then. However, human-like animation and recovery of motion is still far
from being satisfactory. Various groups are dealing with different aspects of
modeling, estimation and animation of human motions. Motivations differ, and
define directions of research. Examples of motivations are the analysis of
movements for disease detection (hip dislocations, knee injuries etc.),sports
movement optimization (ski or high jumping, golf playing, swimming, etc.), the
animation of avatars in movies(e.g. Gollum in Lord of the Rings), or the realistic character animation
in computer games.

The goal of this workshop is to
encourage interaction and to post collaboration between researches in computer
vision, animation, and biomechanics.New results and specific research strategies will be discussed at the
workshop to approach this highly complex field. The intention is to discuss
theoretical fundamentals related to those issues and to specify open problems
and major directions of further development in the field of human motion
related to computer vision, computer graphics or biomechanics. The workshop
encourages interdisciplinary (vision + graphics, biomechanics + vision, etc.)
contributions.